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Hard to say what this might be without an MRP given you seem to be running a custom build of Godot 4.4. Where did you get this build of Godot from? And can you provide any info about where get_parent() is being called?
Scratch that - akien-mga figured it out
Ah, no, it is because of [4] SceneTreeEditor::_update_marking_list(HashSet<Node*, HashMapHasherDefault, HashMapComparatorDefault<Node*> > const&) (/mnt/data-drive/code/downloads/godot/editor/gui/scene_tree_editor.cpp:1509)
What seems to happen is that the marked list isn't cleared when the scene changes. This is easy enough to fix. It's not a thread safety issue, none of this was ever thread safe, even before my changes.
hpvb
linked a pull request
Jan 5, 2025
that will
close
this issue
Tested versions
4.4.dev (2582793)
System information
Arch Linux 6.12.6, Ryzen 3600, RX 6700XT
Issue description
Godot crashes
Steps to reproduce
Not sure. Happens randomly when you run the game
Minimal reproduction project (MRP)
N/A
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